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Why do the actual rates of fire for so many weapons in "Battlefield 1" end up being one round per minute slower than what is described in the game?

Was there a purpose for the developers in making guns shoot at 299 rounds per minute rather than simply at 300 rounds per minute for example?

I'm sure there is a reason. If the -1 rate of fire is consistent across all weapons or most even, it is probably deliberate. But we don't know. This thread is for asking questions mostly about us or about how the site works, not about games specifically. I don't work for DICE, so I have no idea.

Alright then, thanks anyway. I just thought that since there are members here that have analyzed the codes of the "Battlefield" games for so long that perhaps they knew the reasons why. Maybe it has something to do with semi-automatic guns jamming when you click the mouse faster than its intended rate of fire, since I heard it has been completely rid of in "Battlefield 1".

In your example, in-game the gun is listed at 300RPM. You would then expect it to shoot 300 / 60 = 5 times a second, or 0.2 second per shot. Due to how Shooting Mechanics work, though, if you program the gun at 300RPM, it actually won't fire 5 times a second... or for that matter be 0.2s per shot. A "300RPM" gun will actually take 0.1833333333s per shot... 5.4545454555371900828249436514227 shots per second... 327.27272733223140496949661908536RPM. As you can see, that's messy and not entirely correct.

Whereas if you program it at "299RPM," then it works. 0.2 second per shot, 5 shots per second, 300RPM.

Check rows 2 and 3 for that effect in action. You can play around with the other values in the RoF column (Column C) as well, but all of them check out. In-game "360RPM" = 359RPM actual, "225RPM" = 224RPM actual.

Interestlingly Mondragon's 257RPM on the other hand is unaffected, but they might as well have called it "260RPM" because it makes no difference in that range.

Wow. So there was a point to that after all. Thank you for the explanation!

Would everything in a "Battlefield" game running on a 50Hz server be easier for programmers since a second with its 1000 milliseconds or 1000000 microseconds is fully divisible by the number 50 when actually implementing the intended rates of fire for each of the weapons?